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Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change2030016by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change2034181by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
178 lines
6.8 KiB
C++
178 lines
6.8 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "K2Node_CallFunction.generated.h"
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UCLASS()
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class BLUEPRINTGRAPH_API UK2Node_CallFunction : public UK2Node
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{
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GENERATED_UCLASS_BODY()
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/** Indicates that this is a call to a pure function */
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UPROPERTY()
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uint32 bIsPureFunc:1;
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/** Indicates that this is a call to a const function */
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UPROPERTY()
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uint32 bIsConstFunc:1;
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/** Indicates that during compile we want to create multiple exec pins from an enum param */
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UPROPERTY()
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uint32 bWantsEnumToExecExpansion:1;
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/** Indicates that this is a call to an interface function */
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UPROPERTY()
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uint32 bIsInterfaceCall:1;
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/** Indicates that this is a call to a final / superclass's function */
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UPROPERTY()
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uint32 bIsFinalFunction:1;
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/** Indicates that this is a 'bead' function with no fixed location; it is drawn between the nodes that it is wired to */
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UPROPERTY()
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uint32 bIsBeadFunction:1;
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/** The function to call */
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UPROPERTY()
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FMemberReference FunctionReference;
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private:
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/** The name of the function to call */
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UPROPERTY()
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FName CallFunctionName_DEPRECATED;
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/** The class that the function is from. */
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UPROPERTY()
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TSubclassOf<class UObject> CallFunctionClass_DEPRECATED;
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public:
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// UObject interface
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virtual void PostDuplicate(bool bDuplicateForPIE) OVERRIDE;
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virtual void Serialize(FArchive& Ar) OVERRIDE;
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// End of UObject interface
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// UEdGraphNode interface
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virtual void AllocateDefaultPins() OVERRIDE;
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virtual void DestroyNode() OVERRIDE;
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virtual FLinearColor GetNodeTitleColor() const OVERRIDE;
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virtual FString GetTooltip() const OVERRIDE;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
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virtual FString GetNodeNativeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
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virtual FString GetDescriptiveCompiledName() const OVERRIDE;
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virtual bool IsDeprecated() const OVERRIDE;
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virtual bool ShouldWarnOnDeprecation() const OVERRIDE;
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virtual FString GetDeprecationMessage() const OVERRIDE;
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virtual void PostPlacedNewNode() OVERRIDE;
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virtual FString GetDocumentationLink() const OVERRIDE;
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virtual FString GetDocumentationExcerptName() const OVERRIDE;
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virtual FName GetPaletteIcon(FLinearColor& OutColor) const OVERRIDE;
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// End of UEdGraphNode interface
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// UK2Node interface
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virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) OVERRIDE;
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virtual bool IsNodePure() const OVERRIDE { return bIsPureFunc; }
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virtual bool HasExternalBlueprintDependencies(TArray<class UStruct*>* OptionalOutput) const OVERRIDE;
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virtual void PostReconstructNode() OVERRIDE;
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virtual bool ShouldDrawCompact() const OVERRIDE;
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virtual bool ShouldDrawAsBead() const OVERRIDE;
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virtual FText GetCompactNodeTitle() const OVERRIDE;
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virtual void PostPasteNode() OVERRIDE;
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virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const OVERRIDE;
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virtual bool ShouldShowNodeProperties() const OVERRIDE;
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virtual void GetRedirectPinNames(const UEdGraphPin& Pin, TArray<FString>& RedirectPinNames) const OVERRIDE;
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virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) OVERRIDE;
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virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const OVERRIDE;
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virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) OVERRIDE;
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virtual FName GetCornerIcon() const OVERRIDE;
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virtual FText GetToolTipHeading() const OVERRIDE;
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// End of UK2Node interface
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/** Returns the UFunction that this class is pointing to */
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UFunction* GetTargetFunction() const;
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/** Get the then output pin */
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UEdGraphPin* GetThenPin() const;
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/** Get the return value pin */
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UEdGraphPin* GetReturnValuePin() const;
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/** @return true if the function is a latent operation */
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bool IsLatentFunction() const;
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/** @return true if this function can be called on multiple contexts at once */
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virtual bool AllowMultipleSelfs(bool bInputAsArray) const OVERRIDE;
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/**
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* Creates a self pin for the graph, taking into account the scope of the function call
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*
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* @param Function The function to be called by the Node.
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*
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* @return Pointer to the pin that was created
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*/
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virtual UEdGraphPin* CreateSelfPin(const UFunction* Function);
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/**
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* Creates all of the pins required to call a particular UFunction.
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*
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* @param Function The function to be called by the Node.
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*
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* @return true on success.
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*/
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bool CreatePinsForFunctionCall(const UFunction* Function);
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/** Create exec pins for this function. May be multiple is using 'expand enum as execs' */
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void CreateExecPinsForFunctionCall(const UFunction* Function);
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virtual void PostParameterPinCreated(UEdGraphPin *Pin) {}
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/** Gets the user-facing name for the function */
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static FString GetUserFacingFunctionName(const UFunction* Function);
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/** Gets the non-specific tooltip for the function */
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static FString GetDefaultTooltipForFunction(const UFunction* Function);
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/** Get default category for this function in action menu */
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static FString GetDefaultCategoryForFunction(const UFunction* Function, const FString& BaseCategory);
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/** Get keywords for this function in the action menu */
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static FString GetKeywordsForFunction(const UFunction* Function);
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/** Should be drawn compact for this function */
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static bool ShouldDrawCompact(const UFunction* Function);
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/** Get the compact name for this function */
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static FString GetCompactNodeTitle(const UFunction* Function);
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/** Get the string to use to explain the context for this function (used on node title) */
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virtual FString GetFunctionContextString() const;
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/** Set properties of this node from a supplied function (does not save ref to function) */
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virtual void SetFromFunction(const UFunction* Function);
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static void CallForEachElementInArrayExpansion(UK2Node* Node, UEdGraphPin* MultiSelf, FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph);
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/** Returns the graph for this function, if available */
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UEdGraph* GetFunctionGraph() const;
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/** Checks if the property is marked as "CustomStructureParam" */
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static bool IsStructureWildcardProperty(const UFunction* InFunction, const FString& PropertyName);
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private:
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/** Helper function to check if the SelfPin is wired correctly */
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bool IsSelfPinCompatibleWithBlueprintContext (UEdGraphPin *SelfPin, UBlueprint* BlueprintObj) const;
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/* Looks at function metadata and properties to determine if this node should be using enum to exec expansion */
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void DetermineWantsEnumToExecExpansion(const UFunction* Function);
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/**
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* Creates hover text for the specified pin.
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*
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* @param Pin The pin you want hover text for (should belong to this node)
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* @param HoverTextOut This will get filled out with the generated text
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*/
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void GeneratePinHoverText(const UEdGraphPin& Pin, FString& HoverTextOut) const;
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protected:
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/** Helper function to ensure function is called in our context */
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virtual void EnsureFunctionIsInBlueprint();
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};
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